d83eab343c285961070d8c7121b4ff3a46df3a6f — Stick a month ago 4a8acda
create dungeon for episode seven
A MerchariTomb/MerchariTomb.pdf => MerchariTomb/MerchariTomb.pdf +0 -0
A MerchariTomb/MerchariTomb.png => MerchariTomb/MerchariTomb.png +0 -0
A MerchariTomb/MerchariTomb_player.png => MerchariTomb/MerchariTomb_player.png +0 -0
M README.md => README.md +32 -4
@@ 382,9 382,37 @@ The trail will turn north; after some time, the party arrives at the bandits' [p

## Episode 7: The Crypt

> Inspired by [Dungeon-a-Week #3: The Crypt](https://andrewjluther.com/2018/11/25/dungeon-a-week-3-the-crypt/)
> Inspired by [Dungeon-a-Week #3: The Crypt](https://andrewjluther.com/2018/11/25/dungeon-a-week-3-the-crypt/) and [Forsaken Labyrinth of the Golden Baron](https://www.patreon.com/posts/48512964)

Returning to the Merchari manor, {Character} and Stari (and Riittävän, if {Character} asks her) are met by an exceptionally graceful woman in a tantalizing purple dress.
She introduces herself as Ardor Merchari and proceeds to hand out the promised rewards.
At some point before they depart Stalmaer, {Character} and Stari (and Riittävän, if {Character} asks her) are met by an [exceptionally graceful woman](https://www.dndbeyond.com/monsters/green-hag) in a tantalizing purple dress.
She introduces herself as Ardor Merchari.
Conspiriatorally, she shares that there is a Merchari family crypt underneath the Stalmaer fortress, and offers the party another 100 gp if they will retrieve certain items from within.
If persuaded (DC 10), she is willing to pay as much as 100 gp per member instead in total.
If persuaded (DC 10), she is willing to pay as much as 200 gp per member instead of a flat rate total.
(It's a trap!)

If the party assents to the woman's offer, she leads them around to the northwest side of the Stalmaer fortress walls, near the river.
From a safe distance, she points out a cleverly hidden burrow entrance.
The burrow is large enough for a small creature to walk into, or a medium creature to crouch.
The party's employer explains that the burrow has breached a wall in the tomb, and warns that the tomb is probably well-trapped.
If the party does not have thief's tools, their employer helpfully provides them.

As the party descends, they find two rough chambers off the main tunnel.
The first is the lair of two [constrictor snakes](https://www.dndbeyond.com/monsters/constrictor-snake); the second is a camp with three [kobolds](https://www.dndbeyond.com/monsters/kobold) in residence.
Beyond, the tunnel looks crudely shorn up (as if by the kobolds); then it breaches a thick stone wall (of the tomb complex).
Just inside the stone wall is the body of a dwarf man, recently deceased (DC12 Investigation or Insight: less than a week).
His pockets are empty and he carries no equipment (DC13 Investigation or Insight: looted), and it appears (DC10 Medicine or Insight) that he was killed by daggers in the back.

[!["Merchari" Tomb Map](MerchariTomb/MerchariTomb.png)](https://donjon.bin.sh/fantasy/dungeon/)

The party makes their entrance through the corridor at the northernmost side of the map (above **room 3**).
Traps and features are as described in the [generated writeup](MerchariTomb/MerchariTomb.pdf).

- **Room 3** is inhabited by 5 [kobolds](https://www.dndbeyond.com/monsters/kobold).
- **Room 5** is inhabited by 3 [kobolds](https://www.dndbeyond.com/monsters/kobold).
- **Room 6** is a family tomb; there are 6 sarcophagi in the room, one of which is broken open and empty (there are a few bones on the floor).
  Opening any of the other sarcophagi will unleash a [skeleton](https://www.dndbeyond.com/monsters/skeleton), and inside each there are various items of jewelry worth 4gp.
- **Room 7** is the main tomb, and contains an elaborate sarcophagus as well as the features mentioned in the writeup.
  Opening it will releash a [ghost](https://www.dndbeyond.com/monsters/ghost), who will converse with the party (unless they reveal that they are looting the tomb).
  If it becomes hostile, it is not able to chase them beyond the limits of its room.
- **Room 8** is the actual target room; it contains an [alchemy jug](https://www.dndbeyond.com/magic-items/alchemy-jug) on a small pedestal in the back of the room.
  This is the item requested by the party's employer.